Setting up party swap and capacity

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Joker6592

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Hey, I'm helping a friend make a game and he wants the party system to be set up like this:

- Party cannot have more than 4 members

- If you are at you're member limit it will bring up a message saying "you're party is full"
- When you're at a campsite you can choose who you want in your party (walk up to them and add or remove them)

Now i don't know if i've just been searching for the wrong thing or it's just not around, but i'd like to make it clear that i don't mean the members following behind you.

He wants to make parts of the game unaccessable unless you have a specific member in your party. I know how to set this part (<<<) up but it requires being able to stop every member of the game sitting in your party (makes the conditional branch useless..) and limiting it to only 4 members.

Another part he wants is to lock the party leader in place, so you can't change his formation, or remove him from the party.

We are fine with either going up to a member and adding/removing them, or going to a specific event/location to add/remove members.

I've tested "Yanfly's Party System" (http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/) and both of us really like how it's set out.

Please, if anyone knows how to do this please let me know, or point me to a script. I'll test it and let you know if it's what we're after.

Thanks in advance.
 

Engr. Adiktuzmiko

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For the campsite, you can just make the campsite open up Yanfly's party menu


For the lock, doesn't Yanfly's have a lock?


As for the character look up, you can opt to just check the ID of the first four party members... that way, even if there are 5 persons in the party, it will only activate if the one you need is on the first four...


You can also opt to remove the formation command from the menu in case you can still use that to move the party around... that way, you can only change members if ur using the party menu...
 

Joker6592

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I haven't tested the campsite function yet, will have to when i get home.

I am currently using the first character lock and happy with it.

I have no idea what or how to do a character lookup, like you said, checking the 1st 4 party member id's.

And currently i've got it set up so when you are in the main map "formation" appears on the menu, anywhere else and it won't.

I like the whole require_actor function in Yanfly's script but it's not what i'm after, unless i can set it up so that if the actor required isn't in the group it will display a message saying who is needed and not allow you to do the action without them.

The "conditional branch" function the RPGMVXA provides is sort of what i'm after since it allows you to do the whole (play event) else "xxxx is missing".

If there's a way to utilise Yanfly's required_actor function and set it up like the conditional branch function. It may do everything we need, without the need of a campsite.

I hope i'm making sense beacuse this part confuses me, for now :p
 

Engr. Adiktuzmiko

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You can set a variable to fetch the ID of any party member... so in your case, you would only want to do it for the first four members...

If for example you need Actor number 9 in order to proceed: you can do this

Variables: 001 = Member #1's Actor ID

Variables: 002 = Member #2's Actor ID

Variables: 003 = Member #3's Actor ID

Variables: 004 = Member #4's Actor ID

then put this using the script function of the conditional branch

[$game_variables[1],$game_variables[2],$game_variables[3],$game_variables[4]].include?(9)you would change that 9 to the actor ID of the actor you need to be required... you can also change the game variables to any other you want, in case ur using 1,2,3,4 for something else alreadyBTW, doesn't the require_actor prompt the player as to which actor is needed? and you cannot proceed unless you put him right???
 
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That Bread

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I figured out something, but I can't seem to loop the event. If you can further my idea great! It runs on a Parrnell process to the other event similar to it. The event run smoothly once, but does not loop.



 

Andar

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adding/removing a party member requires an event - and that means you can make your own conditions about adding the member or not.


Give every event that portrays a possible party member three pages.


Reserve a general Variable for "party size"


First page (without conditions) is the text where the actor offers to join - if the player confirms joining, add one to the variable party size.


Second page is conditioned to variable party size 4 or higher - it will disply "sorry, I can't join - your party is full".


Third page is conditioned to the "actor exists" which is triggered only if the actor is in the party - usually an empy NPC since the actor is already in the party, or in a campsite map to talk to as a member to remove.


No more needed for anything like party control.


To lock an actor into first position you'll need a script. To just prevent the actor from leaving the party (no matter where in the party he/she is), just don't make an event with the command to remove that actor and the player won't be able to remove the actor.


(the reason why most people go by script lock is because they can have more party members than battlers and don't want the actor moved to reserve - since you limit party size to no reserve, you don't need that)


Campfire: make a map "camp" and an item "Tent" (or whatever), then reserve three variables for map#, mapx and mapy.


The item calls a common event "setup camp", where you use control variables to store current mapä, mapx and mapy, then transfer to the camp-map.


On the camp-map you can have the NPC-events again (there should be no unconditioned pages this time as the events will only be there on the conditions that they had been in the party before, you might need a number of switches here)


And the transfer off the camp-map used the variables to get back to your previous map.
 

Joker6592

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You can set a variable to fetch the ID of any party member... so in your case, you would only want to do it for the first four members...

If for example you need Actor number 9 in order to proceed: you can do this

Variables: 001 = Member #1's Actor ID

Variables: 002 = Member #2's Actor ID

Variables: 003 = Member #3's Actor ID

Variables: 004 = Member #4's Actor ID

then put this using the script function of the conditional branch

[$game_variables[1],$game_variables[2],$game_variables[3],$game_variables[4]].include?(9)you would change that 9 to the actor ID of the actor you need to be required... you can also change the game variables to any other you want, in case ur using 1,2,3,4 for something else alreadyBTW, doesn't the require_actor prompt the player as to which actor is needed? and you cannot proceed unless you put him right???
Firstly, yes require_actor does do what you just said, it shows which member is needed. But :p if the member is missing it will bring up the formation menu then and there, which is not what i want.

Secondly, i'm not very good with understanding the games scripts and variables and all this jazz yet, so..

What do i need to do for this and where? I get where to put this (below) and how to use it

[$game_variables[1],$game_variables[2],$game_variables[3],$game_variables[4]].include?(9)But where do i put this? (again below) and is that exactly what i need to put in?

Variables: 001 = Member #1's Actor ID

Variables: 002 = Member #2's Actor ID

Variables: 003 = Member #3's Actor ID

Variables: 004 = Member #4's Actor ID

Thanks for the fast replies by the way :)
 

Andar

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But where do i put this? (again below) and is that exactly what i need to put in?


Variables: 001 = Member #1's Actor ID
Those are event commands, control variable:game data to be exact.
But as I said in my post above, you don't need scripts or your looping event structure to make what you want, just work with the event conditions (not conditional branches) like I described in my post above.
 

Engr. Adiktuzmiko

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The variables = something are to be done via the Event Command, Change Variables... then choose Game Data, then player (or was it party?)...


as for the code I posted, you're gonna use it in a conditional branch... on the third tab of the conditional branch, there is an option to put a script, you put the one I posted into that


Though yeah, Andar's suggestion might work easier for you... I just told you to go this route since you've already seen Yanfly's script... :)
 
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Joker6592

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Sorry it took so long to get back to you guys. Thanks heaps for the help.

Both ways worked perfectly.

Thanks again. Resolved.
 

Fomar0153

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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